Mario Kart Wii FAQ/Walkthrough

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M A R I O K A R T W I I
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Nintendo Wii
FAQ/Walkthrough, Version 1.1
Last Updated - 16/04/2008
By Crazyreyn (crazyreyn_faqs@hotmail.com)
Copyright (c)2008 Matthew Reynolds. All rights reserved.
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| Legal Notice |
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You will find the latest versions here. If you want to host my FAQ then
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| Contact Details |
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Thank You.
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INTRODUCTION
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===============================================================================
Hello and welcome to the Mario Kart Wii FAQ/Walkthrough. This guide will give
you the complete low down about the latest Mario Kart offering for Nintendo's
latest console, the Wii. As well as in-depth walkthroughs, short cuts and
tips for each of the new and retro tracks, unlockables, a detailed look into
the various control styles and battle mode strategies await you.
The latest edition of Mario Kart does what it does best - offer frantic,
exciting and often frustrating gameplay, unbeatable multiplayer and a
surprisingly fleshed out online experience - it feels more like a Greatest
Hits than the earth shattering Mario Kart DS before it. The Wheel really works,
the trick system is fantastic, and there are a couple of sublime new tracks -
this Mario Kart is well up there as one of the best.
See you online!
- Matt (Crazyreyn)
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TABLE OF CONTENTS
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1. Version History
2. Game Overview
2.01. Mario Kart Wii - What's New?
2.02. Control Schemes
2.03. Drifting and Snaking Explained
2.04. Driving Techniques and Tips
2.05. Items
2.06. Characters and Karts
3. Courses
3.01. Mushroom Cup
3.02. Flower Cup
3.03. Star Cup
3.04. Special Cup
3.05. Shell Cup
3.06. Banana Cup
3.07. Leaf Cup
3.08. Lightning Cup
4. Battle Mode
5. Online
6. Unlockables and Secrets
7. Conclusion and Special Thanks
Searching -
Simply copy and paste the section you want to go to into the Find box (to open
it, press CTRL+F). Now press enter twice and you will be taken to your selected
section.
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1. VERSION HISTORY
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| Version 1.1 - 16/04/2008 |
+--------------------------+
The third revamp covers a bit of everything - new strategies and pointers for
the items, more unlockable and character details, and most importantly,
a LOT more information for each and every track, including videos. Phew!
Thanks to everyone who has emailed in with tips and comments far, keep them
coming!
+--------------------------+
| Version 1.0 - 11/04/2008 |
+--------------------------+
The second version of the FAQ, everything is complete! The guide will be
updated very frequently the more I play it, but everything is here. Enjoy.
Additions -
- Added Characters, Karts and Bikes lists
- Added shortcuts to Wario's Gold Mine, Daisy Circuit
- Added Online Mode details
- Added Battle Mode details and stage strategies
- Updated Unlockables and Secrets (unlockables list, staff ghosts, Mii
appearances)
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| Version 0.7 - 10/04/2008 |
+--------------------------+
The first version of the FAQ - course walkthroughs, item strategies and
control descriptions complete. Unlockables list practically complete.
Character, kart and bike lists incomplete. Battle Mode strategies and Online
sections incomplete.
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2. GAME OVERVIEW
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===============================================================================
This section provides you with an overview to playing the game, with tips,
kart and character data and how to use the items more efficiently.
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2.01. Mario Kart Wii - What's New?
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The sixth Mario Kart (apart from the Arcade versions) on a new console can only
mean a few new additions and changes have been bought into the fore. Here is
a quick list of what is what, and note here be SPOILERS!
- 32 tracks; 16 new, 16 old, including -
SUPER MARIO KART
Ghost Valley 2
Mario Circuit 3
MARIO KART 64
Bowsers Castle
DK's Jungle Parkway
Mario Raceway
Sherbet Land
MARIO KART SUPER CIRCUIT
Bowser's Castle 3
Shy Guy Beach
MARIO KART: DOUBLE DASH!!
DK Mountain
Mario Circuit
Peach Beach
Waluigi Stadium
MARIO KART DS
Delfino Square
Desert Hills
Peach Gardens
Yoshi Falls
- Motorbikes
- Tricks from jumps and ramps to gain speed boosts
- Four control schemes - Wii Wheel (included), Wiimote, Wiimote & Nunchuk,
Classic Controller and GameCube Controller support
- Automatic and Manual drifting options
- New characters - Rosalina and Mii Racer included
- Mii cameos (as a character and track side appearances)
- Two types of Staff Ghost in Time Trial
- Three New Items - POW Block, Big Mushroom and Thundercloud
- Boo Ghost Item removed (what!?)
- Fake Item Blocks no longer block shells (still draggable)
- Online
- First console Mario Kart to support internet play
- Up to 12 Players
- Two players playing online on one console
- Dedicated Wii Channel for Time Trials and Challenges(optional download)
- Battle Mode now playable online
- All tracks playable
- Able to drag items
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2.02. Control Schemes
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Thanks to the Swiss army offerings of the Wii, there are no fewer than four
possible control schemes available for you to use. Which one do you pick?
You can change at any time in the menu screens and it'll change automatically,
however you cannot change mid-race or tournament.
Wii Wheel
---------
Turn - Steer
Flick Up - Trick / Wheelie (Bike Only)
2 Button - Accelerate
1 Button - Brake / Reverse
B Button - Drift (Manual), Item (Auto)
A Button - Reverse look
D-Pad Up - Throw Item
D-Pad Left / Right - Hold Item
D-Pad Down - Drop item
+ Button - Pause
VERDICT
- This is for casual play, pure and simple.
- The Wii Wheel works, and works really well - there is no doubt about that.
At least on Automatic Drift. The steering feels subtle and natural, and
the buttons seem to be in all the right places. It is worth starting the
first few cups with it just to see how it plays, you'd be surprised.
- The D-Pad presents very specific options to do with items, which is great
as you know exactly what you want to do with them, instead of accidentally
throwing something instead of dragging it.
- The B button is a bit spongy, and the 2 button feels too low (for my big
hands, anyway).
- Although you can play it with the Wheel pointing down slightly resting your
arms, they will get tired after a while.
- On Automatic, you cannot drift boost nor jump, which hinders you very
slightly.
- On Manual, the steering feels restricted as you cannot drift when you just
turn, and attempting to snake is rather difficult.
Wiimote and Nunchuk
-------------------
Analog Stick - Steer / Throw Items Backward or Forward
A Button - Accelerate
B Button - Drift (Manual), Item (Auto)
Z Button - Use Item
C Button - Reverse Look
Flick Wiimote Up - Trick / Wheelie (Bike Only)
+ Button - Pause
VERDICT
- Not as good as the proper controllers, but better than the Wheel - however
this is probably down to personal preference.
- Everything is available, especially drifting and snaking. There is nothing
wrong here.
- I am a fan of the freedom of your hands being apart or where they want to be
with this set up, instead of being constrained to holding a bit of plastic
mold as per the others.
Classic Controller
------------------
Analog Stick - Steer / Throw Items Backward or Forward
A Button - Accelerate
B Button - Brake / Reverse
X /ZR Button - Reverse Look
L Button - Use Item
R Button - Drift (Manual), Item (Auto)
D-Pad Up - Trick / Wheelie (Bike Only)
START/PAUSE Button - Pause
VERDICT
- Unknown, but can do what the others can do and again, is down to personal
preference.
GameCube Controller
-------------------
Analog Stick - Steer / Throw Items Backward or Forward
A Button - Accelerate
B Button - Brake / Reverse
X /Z Button - Reverse Look
L Button - Use Item
R Button - Drift (Manual), Item (Auto)
D-Pad Up - Trick / Wheelie (Bike Only)
START/PAUSE Button - Pause
VERDICT
- Arguably the best option - if you have it, try and use it.
- Analog control and steering feels much more responsive than the Wheel or
Nunchuk variants.
- Feels like you are playing with a proper controller, simply because you are.
- No sound; Z Button kinda sucks.
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2.03. Drifting and Snaking Explained
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Although I'd normally put this in the below section, but considering the
changes to how these are executed, it is worth separating them. You may have
heard Nintendo has changed how this all works, and you would say that is
right.
Automatic and Manual Drift
--------------------------
Before racing you have to decide between Automatic and Manual drift.
AUTOMATIC is where drift occurs when you steer at a certain degree so you
don't have to, however you cannot drift boost as a result. MANUAL is where
steering is restricted (or shall we say normal) and you have to press a
button to begin drifting. For all intents and purposes, pick MANUAL if you
are playing with anything other than the Wheel so you can decide to drift.
AUTOMATIC is ideal for the Wheel as drifting is rather difficult to manage,
and is more fun to play.
So there you have it, AUTOMATIC equals no boost, MANUAL has it enabled if you
can perform it.
Drift
-----
On AUTOMATIC, this occurs after turning at a certain threshold. Don't have to
worry about it.
On MANUAL, you have to hold down the R Button when going round corners. You
can drift by holding down the R button when going around corners. It allows
you to take sharper corners without loss of speed, so is good for many of
the game's courses. To start it, turn and press R to set the direction, and
you can also adjust the direction of the drift slightly by using the analog
stick as you go anyway.
Mini-Turbo
----------
On AUTOMATIC, this is disabled.
On MANUAL, after drifting and tapping to the sides, the sparks behind the
vehicle will turn blue. This takes around from one to two seconds to perform,
and letting go gives you a boost. If you hold on for longer, another few
seconds longer, the sparks will go red and you will get a longer boost. The
boost amounts also depend on the cart you are driving.
It should also be noted that on BIKES you can only blue drift.
Snaking
-------
IS SNAKING POSSIBLE? Well, kinda. Yes, it is, but it is harder. As getting
mini-turbos takes longer than before, you cannot really snake from left to
right. On wide tracks you can, but most of the time you cannot. However as I
am a proficient semi-snaker, I can perform semi-snaking in Mario Kart Wii -
I can take a corner, exit it and do another boost before going straight
proper. I'm sure depending on the correct kart and character combination
you can snake, but for all intents and purposes, snaking is reduced, but
possible.
ERM, WHAT IS SNAKING? A very advanced technique, you perform mini-turbo over
and over again in a snake like fashion. So say you are on a straight, and you
are on the left; drift to the right, and boost ahead so you're on the right.
Now drift to the left and boost so you end up on the left. Keep repeating
this to create a snake like movement down the track, giving you a huge
advantage if done correctly.
SHOULD I BOTHER PRACTISING? Yes. There is great debate since Mario Kart DS
on whether snaking is 'cheating', but personally I disagree, and consider
snaking is not as effective this time, it is worth trying. It makes single
player easier, and if you even considering to get winning in the long term
online, it is what the professionals use. Use Time Trial as a place of
practice!
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2.04. Driving Techniques and Tips
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Driving Techniques
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Rocket Start
------------
This performs a boost as the race starts, very handy for getting the
advantage straight away. To do it, at the opening count down (3, 2, 1, GO!)
press and hold Accelerate as the hand is pointing at 11 o'clock on the
SECOND COUNT. If done right, you'll get an awesome boost start. Takes a bit
of practice (the margin between a Rocket Start and a Dud Start is quite thin)
but once you've got it it's an invaluable technique.
Throwing Items
--------------
When you are using certain items, such as shells and bananas, you can throw
them in front or behind you by pressing up and down respectively. You can
launch green and red shells behind you and throw Bob-Ombs, Fake Item Boxes
and Bananas ahead of you.
Dangling Items
--------------
You can drag items behind you by holding the item button. This enables
you to block attacks from behind, such as those pesky red shells, and to
time your item drops more effectively. You can drag bananas, green shells,
red shells and Bob-Ombs (note that Fake Item Boxes can be dragged, but do
not block against shells).
Slipstreaming
-------------
By following the car in front on a straight you can slipstream and increase
you speed. As they are absorbing the wind they leave a tail of less resistant
air in their wake, which allows you to move in a slightly faster manner. You
can tell if you are doing this as blue lines will appear on your screen, and
if done long enough you can get a boost which will allow you to over take.
In Mario Kart Wii, slipstreaming is a really valuable technique as the boost
is larger this time, and considering there are more players in each race
now, the potential to use it is greater. Very handy if you need to overtake
others. However, watch out in case they fire a shell or drop a banana.
Tricks
------
A new technique to Mario Kart Wii, flicking the Wiimote or tapping Up on the
D-Pad with the controllers as you leave a ramp performs a trick, and gives
you a boost upon landing. Very handy. Note that you need to press this
_just_ as you take off, and that it can be performed whenever you lift
from the ground, such as when you bump into course specific obstacles.
Wheelies
--------
The introduction of bikes brings about the introduction of wheelies.
Flicking the Wiimote or pressing Up on the D-Pad raises the front tire,
giving you a boost of speed for around four seconds until it automatically
drops again. You can perform another straight after. Note two things however;
you can not steer (or very slightly) when you are performing them, and you
are highly venerable to being shunted when doing this. Only do it when you
are on a straight and with little others around you.
Turning on the spot
-------------------
You can turn on the spot by holding accelerate and brake together (A and B)
and turning left and right. This is very handy if you are driving the wrong
way.
Recovering after falling off the track
--------------------------------------
If you just fell off the track and are being lifted back on, you can recover
quicker by pressing accelerate JUST as you touch the ground again to receive
a boost. Takes some practice, but worth it even if you are an experienced
racer; you never know when some heavier kart is gonna knock you off the
track.
---------------------------------
Driving and Item Tips and Tactics
---------------------------------
Here are some additional item and driving tips that might come in handy. Feel
free to submit any of your own!
• Coming off the track or hitting a wall slows you down to a literal crawl...
so watch your driving!
• If you are gonna cut out some of the track, subsidize the slowdown with a
drifting mini-boost or better yet, a mushroom.
• Placing fake item boxes or bananas by real item boxes should block them from
view of your opponents, meaning there's a chance they could drive in to them.
Although the CPU might spot this against people in multiplayer and online
it'll work better, it is also good if you want to 'replace' you current
item with another by dropping it by the item box so you'll collect those
in front.
• If you are in first place, then it's a good idea to drag an item behind you
(or have a draggable item with you) in case you need to defend against
shells and what not. It's a pain to have you lead wiped away by a cheap
item at the last minute so try and get used to doing this.
• If you are neck and neck with an opponent and coming up to item boxes,
drop back slightly so you are a position behind them and grab an item. As
in first place you cannot pick up red shells, doing this method could bag
you one so you can take them out and take a substantial lead. Although this
is incredibly annoying and cheap its a sure fire winner especially if you are
on the final lap.
• Again like the above, if you are in a very close race then drop back a few
positions and grab an item box. As items are based on position and not
proximity, you could get something like Thunder, a Star or Three Red Shells.
And who wouldn't want that, eh?
• If you are going to use a red/blue shell then wait for them to get a slight
lead, otherwise the red shell will just fly straight past them and the
blue shell likewise and even worse take you out in the impending explosion
(if they are in first anyway).
• If you have several (hopefully red) shells, then you can incapacitate a
kart ahead. Fire one to spin them out, and then fire another as you go past
them (where they've hardly had time to recover). By the time they have
started going again proper, you'll have speeded ahead.
• Trick all the time. Every time you get off the ground, every time you hit
a ramp, flick up the Wiimote or tap Up on the D-Pad to get a speed boost.
It'll help you stomp that rubberband AI, and of course, those invisible
people on the internets tubes.
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2.05. Items
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Pick up an item box in a race and you'll get an item. But do you know how to
use it properly and to it's full advantages? There are three new weapons in
Mario Kart Wii - POW Blocks, Big Mushrooms and Storm Clouds. They are shown
at the end of the list, so scroll down and take a peak if you want to know
how to use these new additions to the already bustling arsenal.
------
Banana
------
Position Received - 1st-3rd
How to use - Press L to drop this banana skin on to the track. When a
kart slips on to it they will slide out of control for a second
or two. It will remain on the track until someone slips on it or
until it is destroyed (by a shell or Bo-omb). Try and place
bananas on parts of the track where most racers will go on to them
such as thin ledges, the insides of tracks, in front of boosters
and item boxes. You can also use them for defending by holding
down L to dangle it behind you, so it's probably more handy in
that respect.
Defending Against - If you see a banana on the track, common sense tells you
to avoid it (well at least I hope it does) so try and
drive around it if you can. You can also blast them away
with a Bob-Omb or a shell. If you hit a banana, you also
drop the items you are holding.
-------------
Triple Banana
-------------
Position Received - 1st-3rd
How to use - This is basically the same as a single banana (see above) but
with three. However unlike triple shells they don't spin around
you but instead just dangle behind rather pointlessly. Use them
to strategically place on the track and defend with if needed.
Defending Against - Again like normal bananas, avoid driving over them. If
you see another player with them (it's visible) then avoid
hanging around behind them as chances are they'll drop
them straight on to your lap. The CPU tends to drop them
about three seconds after one another, so remember this
if you are playing the GP modes. If you hit a banana,
then you drop all the items you are holding.
-----------
Green Shell
-----------
Position Received - 1st-3rd
How to use - Press L to fire this forward in a rather linear fashion to hit
other karts and cause them to spin out of control. Rather handy,
but it's quite hard to hit other karts with. Better still is that
you can fire them behind you by holding down on the d-pad.
If they are close enough then chances are they'll have
little chance of getting out of the way. Green shells can bounce
off walls a few times before behind destroyed, so if you in a
narrow tunnel or area firing one off and escaping could do a spot
of damage. Like bananas, you can dangle these behind by holding
down the L button which is ideal for defending against other
shells. Also shells can destroy bananas on the track if you need
them disposed of, as well as boxes and enemies on the track.
Defending Against - Avoid shells hitting you as you'll spin out of control.
You should be able to hear them, so check behind you to
see so you can dodge them. Rivals too can fire
shells behind them so if you are slipstreaming remember
this.
---------
Red Shell
---------
Position Received - 2nd-8th
How to use - Press L to fire it ahead of you, where it will home in on the
nearest kart and cause them to spin out. Even if you are a few
corners away it'll follow the track and take them out. Rather
handy, eh? Some points though; don't fire when they are too close
as it'll just whiz by them, and the shell can hit corners so
fire it in a reasonably open area. It can also hit bananas and
other shells and get destroyed, but if that occurs then you're
unlucky. Like green shells, you can fire it backwards (L+Down)
and dangle it behind you. It WILL NOT home in if you fire it
backward, but rather go in a straight line like a green shell
would. I advise that you keep a red shell handy at all times for
defense and for regaining a position if you've just been taken.
Defending Against - If one is coming your way (you can hear it or see it on the
bottom) then simply dangle an item behind you and it
should counter it. However sometimes it can hit you from
the side (just after a corner for example) so try and get
on a straight before it hits you. If you don't have an
item, then just try and race on and hopefully it'll hit
a corner of the track, but otherwise you are gonna get hit
and in that situation, there isn't a lot you can do about
it.
-------------------------
Triple Red / Green Shells
-------------------------
Position Received - 2nd-8th
How to use - These are three red or green shells that rotate around you. The
shells themselves act like normal shells respectively, but the
rotating aspect is very handy for several reasons. For one, it
acts as an ever acting defense against other items. You can
use it as a weapon by just ramming other karts and make them spin
you (you'll lose a shell in the process mind) and it's great in
case you drive into items like bananas as they are automatically
taken care of. It's also great as having three shells is pretty
sweet anyway. Remember just because you have three shells doesn't
mean you have to waste them in one go. A good tip is when you take
someone out with a shell from a reasonable distance, as you go
by just before fire another to incapacitate them further. Very
annoying for them, but great for you.
Defending Against - For general shell defense see the red and green shell
tips above. When you notice another kart having three,
avoid touching them for a start or you will naturally
spin out. Don't try and take all their shells out with
shells of your own as that's pretty pointless, you may
as well let them fire them off so their defense is down
for attacking.
----------------
Spiny Blue Shell
----------------
Position Received - 4th-8th
How to use - Fire it with the L button and it'll fly off to first place and
explode there, causing an explosion that will take out those
in the region too. Pretty sweet. If you have one and the first
placed kart is quite close, hold off until they are further away
as it'll take you out too. Oh, did I mention it'll also take out
the items they are carrying as well?
Defending Against - If one if coming your way, there is little you can do but
bite the bullet. Dispose of your items just before as it'll
destroy them. If you hear it coming and there are
other karts behind you, then you could try and drop back
and catch them in the blast radius as well, and if you
are really luckly, the shell could get them instead. You
can also avoid getting hit by using a Star, but otherwise
as said most of the time you'll have to get
hit, so don't get too annoyed if this happens a fair
amount.
---------
Fake Item
---------
Position Received - 1st-3rd
How to use - Press L to drop a fake item on the track. When rival karts drive
in to it they'll spin out. Essentially a banana with better
camoflauge. Sadly, you can no longer use them to block shells
(but can still dangle them. I advise that you pop this
by real item boxes to confuse other players, as well as in
front of boosters and on areas of the track that are thin / where
most karts race over.
Defending Against - You can spot a fake item box via several ways. Firstly,
the ? is upside down and the box doesn't rotate. Other
players, especially the CPU will just place them anywhere
on the track, so if you see a box on its own away from
normal item box placements then chances are it'll be a fake
one.
--------
Mushroom
--------
Position Received - 2nd-8th
How to use - Press L to boost your karts speed for a second or two. This is
really handy for gaining a few places, and most of all for
skipping sections of the track like corners or tacking advantage
or certain shortcuts better. Just remember that you can't really
stop once you've used the boost (say if suddenly realised you
were going to go into a banana or off a cliff) so keep an eye out
of where you are going to boost into.
Defending Against - Not a lot you can do here. Just avoid knocking into them
if you see them coming.
---------------
Triple Mushroom
---------------
Position Received - 2nd-8th
How to use - This is the same as a normal Mushroom, expect you have three.
Predictable, eh? Remember to use them to cut corners of the
track and to take full advantages of shortcuts. I would say
a very important point is to make them last; on certain tracks
there is a great shortcut you can take but only when using a
mushroom, so it makes far more sense to save a mushroom for this
every lap than to use them on one.
Defending Against - Once again you can't really defend or stop other karts from
using mushrooms.
-------------
Gold Mushroom
-------------
Position Received - 6th-12th
How to use - Tap the L button while the Gold Mushroom is active to gain
several boosts - so it's basically like an extended mushroom.
It's based off time and not the amount of boosts you create, so
once you've started using it use it to it's full advantage.
Like normal mushrooms use them on corners and shortcuts, and not
on thin ledges so you boost into a bottomless pit. Unless you
want to.
Defending Against - Again, you can't really defend or stop other karts from
using gold mushrooms.
-------
Bob-Omb
-------
Position Received - 4rd-8th
How to use - Press L to drop it behind you, L+Up to throw it ahead and hold L
to dangle it behind you. A Bob-Omb explodes when other karts are
near by, or it'll detonate after about five seconds. When it does
it creates a huge explosion worthy of taking out several karts
at a time. Where you place it is up to you - if there are loads of
karts ahead then throw it ahead, otherwise just drop it behind.
Another handy side effect is that it'll destroy the items of those
involved in the explosion.
Defending Against - If you see a bomb, drive around it as much as you can.
It detonates after it flashes red several times, but
drive around it anyway even if it isn't going to go off
soon.
-----------
Bullet Bill
-----------
Position Received - 6th-12th
How to use - Press L to become a Bullet Bill and fly along the track for about
five to ten seconds on autopilot, taking out karts in the way. It
also destroys their items, a great side effect.
Defending Against - If you hear or see a Bullet Bill coming
behind, drive out of the way as it seriously knocks you
to the side, possibly off the track. It'll also destroy
any items you are holding, so its worth diverting for a
few seconds to avoid getting hit.
-------
Blooper
-------
Position Received - 3rd-8th
How to use - Press L to make Blooper spray ink on those in front of you. It
will partially blind their vision for about 10-15 seconds, or
until they go over a booster. Most CPU carts drive like crazy
once they get hit by this, so it's very handy in the Grand Prix.
Try not to use it when your opponents are due to go other
boosters, so time it to it's most effective timing.
Defending Against - If you get hit, then you should be able to drive fairly
OK for a while but when it drops down a little and really
clouds you vision. Try and drive over any boosters
or use a mushroom if you can as that'll get rid of the ink
instantly.
-----------
Thunderbolt
-----------
Position Received - 6th-12th
How to use - Press L to make all other karts shrink in size, causing them to
slow down. Unlike other Mario Kart games you can't run over
the shrinked karts and make them flat, so just drive past them
instead. Shrinked karts won't make big jumps, even boost ones,
so if you can time it around them that's an advantage to you.
Defending Against - If you get shrunk, then avoid jumps, even boost ones, as
you won't make it. Instead just wait around before them
until you regain your size. Remember that you can still
perform mini-boosts when you're small which is a great
advantage in the GP modes, as CPU players won't do this
when shrunk. You can prevent being shrunk by using a
star or if you happen to fall off the track at
that time.
----
Star
----
Position Received - 6th-12th
How to use - Press L to use the star, making you invincible, giving you
extra speed and removing terrain slowdown. So when you have it,
run in to other karts and through any obstacles in your way and
take advantage of shortcuts and cutting corners as you won't
slowdown. A star lasts about eight seconds.
Defending Against - If you see someone using a star then they'll be brightly
multi-coloured, and like when you see a bullet bill
getting hit by one will throw you to side and destroy your
item, so dive out of the way as best as you can. You
cannot use shells or other items against them in this
state, so just wait until it's over and let 'er rip.
-------------------
Thundercloud (NEW!)
-------------------
Position Received - 4rd-8th
How to use - Having this causes a thundercloud to appear above you as soon as
you get it from an Item box, increasing your speed and removing
the impacts of terrain. However you need to pass it on otherwise
you will be struck by lightning and become shrunken. As you get
this in the middle of the pack, passing it on to someone else in
a hurry should not be too much of a problem.
Defending Against - If this appears over you, run into another racer to try
and pass it on. You have around four - five seconds to
do so. If you are around a bunch of others just drive into
them and hope for the best, or slow down so people come
past and hopefully brush you. If you have an item, use it
and hopefully that'll stop them so you can hit 'em. Also
note that if you go into a Booster Rocket it will disappear
automatically, handy if you are on such a track.
----------------
POW Block (NEW!)
----------------
Position Received - 4rd-8th
How to use - All the vehicles ahead will get a warning that they will be
spun out, dropping all their items. Extremely useful for covering
a little ground, and further more losing their items.
Defending Against - There is little you can do when this appears - just
shed your items the best way you can, or ideally, get on
a rocket boost or use an invincibility item. If you are off
the ground (NOT JUMPING) such as from a ramp, then you
will avoid this item (thanks acelee).
Wes Cheung sends in this tip - if you are on a bike,
performing a wheelie will reduce the hit incured. While
you will still spin out and lose your items, your speed
is notably faster than if you were not performing a
wheelie in the first place. Similarly, shaking the Wiimote
will create such a forcefield to protect you as well -
thanks Jaumot Joel / CoolChain, Daniel Botterill,
Raymond McMillan
-------------------
Big Mushroom (NEW!)
-------------------
Position Received - 4th-8th
How to use - Activate the item to grow big, meaning you go faster and can crush
other racers. To use this at it's best, wait until the track
opens up, or when there is a huddle of others ahead of you.
Upon hitting another racer, they spin out and shrink.
Defending Against - If you (somehow) spot this, get out of the way. Using
items against them do not work, so wait until they return
to normal and feel free to extract your revenge. If you
are lucky enough to have a Star, this takes them out.
Thanks 'A Link to the Future'!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.06. Characters, Karts and Bikes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section will give you the lowdown on all the characters in the game,
as well as the karts and bikes they have to offer, and how to unlock them.
If you want a more coherent list of unlockables, check the relevant section
toward the end of the guide.
----------
Characters
----------
There are three character classes - LIGHT, MEDIUM and HEAVY.
LIGHT - High Acceleration, High Off-Road, Low Top Speed.
MEDIUM - Medium Acceleration, Medium Top Speed, Medium Off-Road.
HEAVY - High Top Speed, Low Acceleration, Low Off-Road.
Whatever class you choose depends on your playing style, but I advise MEDIUM
to begin with, especially when using the Wheel. Also note two things -
- Characters within the weight class are the SAME as one another.
- The only differences between characters are the KARTS or BIKES that they
choose within that class.
LIGHT CHARACTERS - Baby Mario
Baby Peach
Toad
Koopa Troopa
Baby Luigi (Unlocked 8 Expert Staff Ghosts)
Baby Daisy (50CC New all 1 Star)
Toadette (Set TT times on 32 different courses)
Dry Bones (100CC Leaf Cup
MEDIUM CHARACTERS - Mario
Luigi
Peach
Yoshi
Daisy (150CC Special Cup)
Birdo (Set TT times on 16 different courses)
Bowser Jr. (100CC Retro 1 Star)
Diddy Kong (50CC Lightning Cup)
HEAVY CHARACTERS - Wario
Waluigi
Donkey Kong
Bowser
Funky Kong (Unlocked 4 Expert Staff Ghosts)
King Boo (50CC Star Cup)
Rosalina (100CC Shell Cup)
Dry Bowser (150CC all 1 Star)
ANY - (these are dependant on the weight of your Mii!)
Mii Racer Outfit A (100CC Special Cup)
Mii Racer Outfit B (32 Expert Staff Ghosts Unlocked)
-----
Bikes
-----
A new addition to Mario Kart Wii, these steer and act like karts in pretty
much every way. They get the advantage of wheelies, by flicking up or press
Up on the D-Pad, giving you a speed boost. However as a result, when
drift boosting you can only do blue sparks, and not the subsequent red
sparks. You HAVE to race these in 100CC class, giving you a chance at trying
them out.
-----------------------
Vehicle Characteristics
-----------------------
All three class types have three vehicles to choose from the off, as well as
one to unlock. They share karts and no character has specific vehicles them
alone can use.
Speed - This dictates how fast the top speed is. The higher the Speed stat, the
faster your kart can go overall. However usually high speed karts are
dogged by low acceleration. For more experienced players.
Weight - This impacts on jumps and nudging other players. Heavy karts can
smash through lighter karts, sometimes off the track, and they also
fly less after jumps. This is usually tied in with low handling stats.
Acceleration - The higher the acceleration, the faster you can recover back to
higher speeds have stopping or slowing down. Very handy for
beginners, and generally great overall.
Handling - This higher the handling the easier it is the turn, very handy
for this tight corners. Lighter karts usually have this stat.
Drift - A high drift stat usually means that drift mini-boosts are easier to
attain, and that the effect of the boost is longer lasting.
Off-Road - The highest this is, the less of an effect grass, dirt and other
non track surfaces slow your kart down. It will always slow down
your kart, but can be minimised by using this stat.
Mini-Turbo - Ignore this if you are on Automatic, otherwise the higher the
stat the longer and more powerful the mini-turbo will be. As you
cannot Snake proper in this game this does not have much of an
impact, but that is also course dependant.
---------
Kart List
---------
LIGHT KARTS - Standard Kart S
Baby Booster
Concerto
Rally Romper (Unlock 1 Expert Staff Ghost / 50 WFC Wins)
Blue Falcon (150CC Mirror Lightning Cup)
Cheep Charger (50CC all 1 Star)
MEDIUM KARTS - Standard Kart M
Nostalgia 1
Wild Wing
Turbo Blooper (50CC Leaf Cup)
Royal Racer (150CC Leaf Cup)
B Dasher Mk 2 (Unlock 24 Expert Staff Ghosts)
HEAVY KARTS - Standard Kart L
Offroader
Flame Flyer
Piranha Prowler (50CC Special Cup)
Dragonetti (150CC Lightning Cup)
Aero Glider (150CC Retro Cup, all 1 Star)
---------
Bike List
---------
LIGHT BIKES - Standard Bike S
Bullet Bike
Nano Bike
Quacker (150CC Star Cup)
Magikruiser (Set TT times on 8 different courses)
Torpedo (Unlocked 12 Expert Staff Ghosts)
MEDIUM BIKES - Standard Bike M
Mach Bike
Bon Bon
Rapide (100CC Lightning Cup)
Dolphin Dasher (150CC Mirror Special Cup)
Nitrocycle (100CC All 1 Star)
HEAVY BIKES - Standard Bike L
Bowser Bike
Wario Bike
Twinkle Star (100CC Star Cup)
Phantom (150CC Special Cup)
Torpedo (12 Expert Staff Ghosts Unlocked)
===============================================================================
--------------
3. COURSES
--------------
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01. Mushroom Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------
Luigi Circuit
-------------
Walkthrough - After the first easy right corner and a small straight, the
track shifts left and then is followed by two long right turns
after another, which you can drift across both and get a
maximum boost. After another straight and left turn is a
wide right with booster pads; drift across these so when you
exit before the start finish you have a boost ready. Pretty
simple, the width of the track gives you a lot to play with here.
Shortcuts - There is a ramp on the left before the boosters that you can
mushroom to and trick from.
- You can use a mushroom over the sand on the last corner, skipping
the boosters out entirely. Thanks Petey - I did not even consider
doing that!
Other Tips - Sometimes the Luigi statue head will be replaced by a Mii!
Expert Staff Ghost Video - http://www.youtube.com/watch?v=0BOsKYNfhmw
Time Trial Tips - Generally stay on the insides of the turns, especially the
booster corner
- Use your Mushroom to get to the ramp before the boosters,
enabling you to perform a trick and get an added boost.
---------------
Moo Moo Meadows
---------------
Walkthrough - A long left with item boxes opens up to a meandering area of
track; follow the middle as much as possible, and if you have
any items that can boost you or void the off track slowdown,
use it here. After is a ramp you can trick from, and a left
leads to an open area with hills in the middle. Use the opening
ramp to trick and avoid the first hill, go right round the
others, and take the final driftable left to the finish.
Shortcuts - On the last corner of the meandering section, use a mushroom
on that last corner. Just as the track goes right for the final
time, continue driving left and drift, boost across to come out
just before the small blue ramp.
Other Tips - On the second lap cows invade the meandering area of the track,
so watch out!
- As mentioned, if you have mushrooms or a star save them for the
meandering section.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=_zIhpTxaKo0
Time Trial Tips - The second lap will have cows invading the track, so
weave through them.
- Use the mushroom to bypass that final corner of the
meandering section (see Shortcuts above).
- After tricking from the booster ramp, drift right round the
hill to the checkpoint.
--------------
Mushroom Gorge
--------------
Walkthrough - Tightly drift left then right across the bridge, and over the
bouncy mushroom. Now you have a choice of left and right;
left takes waaay too long and has nothing really special to
add, while the right has bouncy mushrooms that cut out that
corner entirely. You can probably fit in two drift boosts into
the left corner into the cavern, where there is another two
routes. Again, go right - it is shorter and you can still pick
up an item box. Finally there is a wide left, with
Goombas to avoid just on the inside of the track.
Shortcuts - Just as you start the lap, if you use a mushroom between the
green and blue flowers on the left you'll land on a lower
bouncy mushroom, then a higher one, and on the bridge, cutting
out the opening section. Note that this does not save much time,
and you can easily hit the side of the bridge and fall, but is
pretty fun to attempt.
- On the last corner, if you drift early you can use a mushroom
to go inside across the grass, cutting out the corner.
Other Tips - You can knock other characters away in midair when bouncing
across mushrooms - providing that you are heavier, of course.
- It is possible to perform tricks just as you are bouncing from
mushrooms.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=CS2rroltsxo
Time Trial Tips - Take the right route each time you come to the mushrooms.
- Use your Mushroom to cut inside of the final corner.
--------------
Toad's Factory
--------------
Walkthrough - Starting with a wide right, you are taken to a conveyor belt
straight. The central belt is going in the forward direction
so take it across, although dodge the crushers if they start
to tremble. Drift right and stay in the middle to avoid falling
from the edge of the moving platforms, and just go straight
throw the crossing belts, avoiding the crates and aiming to
get an item box as you go. Drift right into a left corner with
two opposing belts; take the one going onward to give you more
speed and off the ramp jump at the end to outside. After
the bumps is the final muddy straight. There are boosts to the
sides, then middle and a ramp. Certain laps have these out,
otherwise go up the sides until they appear again. After the
final ramp boost you are done.
Shortcuts - None.
Other Tips - Always take the belts that are going in your direction.
- If you have mushrooms or a star, save it until the final
muddy straight so you can just go straight through without
worrying about the booster pads being open or not.
- Hitting the crates on the horizontal belt section drops a
Mushroom onto the track.
- A Mii will sometimes appear above the horizontal belts halfway
through the track.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=yvQrgvxfFyo
Time Trial Tips - The opening belt on the 1st and 3rd laps will not crush
you if you have a decent enough time.
- The last belt section (on the corner) will be green on the
Outside, Inside, Outside in that order from lap to lap.
- Be sure to trick from the ramp going into the horizontal
belt section, and use the mushroom as you toward the end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.02. Flower Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------
Mario Circuit
-------------
Walkthrough - After a couple of easy right driftable turns is
a corner section with a Chain Chomp. How you take this section
depends on his position; take the left corner proper and stick
to the outside to avoid his bite if he is on the right area
of grass, otherwise you can go across the grass and use the
boost ramp. After the tunnel, drift left, grab a few item
boxes and avoid the Goombas in the middle of the track until the
finish.
Shortcuts - At the Chain Chomp corner, if you have a mushroom boost
across the grass to the boost ramp to skip the corner out and
shave off a few seconds.
- You can use a mushroom just as you leave the tunnel going left,
cutting out the wide corner as it goes up.
Other Tips - None.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=5AV1bVQt8qU
Time Trial Tips - On the second lap, it is possible to take the inside of the
Chain Chomp corner, going under the Chain Chomp itself,
providing your time is decent enough.
- Use the mushroom at either shortcut above; I unlocked the
Expert Staff Ghost via the grass cutting out of the tunnel
one, however you might prefer to use it to get to the ramp.
------------
Coconut Mall
------------
Walkthrough - As you enter the mall two escalators greet you - choose the
one going up each time - and ignore the stairs down in the
centre, go right close to the corner and jump off the top with
a free boost. Head through the plaza, drift right round the
corner to an open area. Slip right and use the boost to the
end stairs and drift up them, where the path splits. Going up
and left gets you some item boxes and a big jump for tricks,
otherwise left is slightly quicker and can still get you an
item box and a boost. Use the left ramp for a trick, right onto
a straight with cars; don't ignore the boosts but only use
them if you are sure you won't hit a car - where ever the car
is drive on the very opposite.
Shortcuts - After the first escalators, stay on the same level and go
right to the corner, where you can cut into a shop. The carpet
slows you right down, so use an item, and it will take out above
the plaza area and out after the second set of escalators.
Other Tips - Miis are shown on the posters and adverts throughout the course!
- The cars that block you before the final corner are driven
by Miis.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=P1StSusVvG8
Time Trial Tips - The escalators at the start dictate whether you use the
shortcut or not (as well as the mushroom). On the 1st lap,
you have to go right, so use the mushroom at the shortcut.
On the 2nd and 3rd laps, both are left, so use the
boosters at the corner and jump off the top. Where you
use your mushrooms is up to you, but I recommend the final
straight.
--------------------
DK's Snowboard Cross
--------------------
Walkthrough - Drift right and take the booster rocket to the top of the
track. Drift left and use the booster ramp to get some speed
and a trick. Go left to navigate the snow, and at the
bumpy area, stay in the centre to use two trickable booster
ramps one after another. Drift on the inside on the next right
and left turns (don't fall!) to reach a snowy half pipe. This
is kinda tough; use the boosters and go left up the side, not
going over the pipe, but cutting right before the next patch of
snow and up the right side (again, not going up), then right
round to the checkpoint.
Shortcuts - None.
Other Tips - A mushroom can be used to get through the snow at any point.
- At the bumpy section, you can trick over and over.
- The snowboarder statue head can randomly be one of your Miis!
Expert Staff Ghost Video - http://www.youtube.com/watch?v=g35nf8Oo-xY
Time Trial Tips - At the bumpy section, either use the central two ramps and
trick from them, or use the bumps to trick over and over.
They take _about_ the same amount of time, so this is down
to preference.
- At the end, use the booster and cut left of the snow, not
going over, and use the mushroom to cut through the second
patch.
-----------------
Wario's Gold Mine
-----------------
Walkthrough - Drift the right and left into the dip to use booster pads to
get up the hill. Turn left and just drift right round ignoring
the quarter trick pipe, and go onward into the cavern. Bats will
fly out in a line in certain parts of the track, so spot their
locations from a distance, drift right and use the booster ramp.
This S bend is hard to drift on due to the mine cart track that
travels across the insides of the track, but is possible as
long as there are no carts in the way. After another tunnel
is an easy right to the finish.
Shortcuts - After you come to the mine carts, they trail off to the left when
the track goes straight on; follow them to drive off the track
to a side tunnel, with boosters taking you to the final corner.
Other Tips - The mine carts toward the end of the track have item boxes
trailing them, so cut across them as they travel to pick up a
weapon.
- Hitting too many bats in the opening tunnel will cause you to spin
out.
- Hitting a mine cart will knock you from the track - you can see
their track in grey, so avoid going across it if you can.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=my1-dnTmyG4
Time Trial Tips - Not much to add - the second lap minecarts are a bit of a
nightmare if you are doing a decent time as they seem right
in the way, but do not be afraid to slow down or take a
wide birth. It took me a while to admit I could not do
that bit perfectly.
- Use the mushroom in the straight dip leaving the cavern.
- Do not use the shortcut.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.03. Star Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------
Daisy Circuit
-------------
Walkthrough - After a straight and some item boxes will come an essentially
right bend that jaggles left and right. You can drift it
easily, and if you hit a traffic cone then it'll just bounce
away from you. Next up are two roundabouts - take the right
each time and stick to the insides to cover less track. Drift
right in the tunnel as it meanders out left, drift around the
tight yet long right turn and finally the easy left to the
finish.
Shortcuts - After the initial right section, just before you enter the round
abouts, there is a staircase in the right building with a booster
ramp to trick from, shaving a second or two off your time.
Other Tips - You can get on the inside of the final corner by going on the
ramped section before it and drifting tight left to avoid
falling from it. Worth practicing.
- Traffic cones don't really slow you down that much, and bounce
away from you with cool effect.
- Miis spectate from certain parts of the course.
- The roundabout statue randomly is replaced by a Mii.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=_9K-z8p8v_0
Time Trial Tips - Use that staircase shortcut; drift boost into the
bottom, mushroom up it and trick out of it.
- Depending on how well your vehicle handles, use the raised
inside part of the final corner to save some time.
----------
Koopa Cape
----------
Walkthrough - Semi-snake the first area and use the boost ramp to the wide
corner. Stick left and trick from the ramp, then on the
inside here to the next ramp and trick again. As you land
drift left straight away onto the river. Go straight ahead
and use the ramp to trick and boost across the corner, then
go left and use the left ramp, but NOT trick. Go right then
left and down into the tunnel. This is very linear, and half
way through stick to the watery middle to get a boost across
to the end. Do not touch the electrodes otherwise you'll shrink!
Ramp boost out and take the final corner reasonably wide, as
touching the watery inside will slide you off.
Shortcuts - After you take a left sharp turn in the river area, there is a
grassy area right that you can cut across. Use a mushroom or star
to make the most of it.
Other Tips - Avoid the electrodes in the tunnel at all costs, as shrinking
is not fun!
- The Koopa on the wall after the first ramp is sometimes replaced
by a Mii.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=0UZC6hgHezM
Time Trial Tips - Trick from the first two ramps, as well as the one
leading into the river.
- Use the mushroom to cut across the final corner of the river
section.
-------------
Maple Treeway
-------------
Walkthrough - A gentle S-bend section takes you to a rocket boost across the
level. Drift right, out of the tunnel and left to an open
area with two Wrigglers to avoid. They (mostly) stick to the
outside, but try and gauge where they will go quickly and
head across. What follows is a tight right and a thin path
with booster pads on the left and right sides (take the left)
and a hairpin turn. Due to the boosters before it, it is hard
to take it tight so either drift as soon as you launch from
them and cut as much out as possible, or take advantage of the
trick quarter pipe. Bomb down the straight and a bridge to
a ramp, and a soft left into a bouncing net. As you are bounced
up you can do tricks for sneaky boosts. Head across the
bumpy roots to the start finish.
Shortcuts - At the very start of the track, just it turns left, you can go
right in a gap in the barrier for a route with boosters to come
out at the booster rocket. It is considerably faster than taking
the opening route.
- The final part with the trees has two booster ramps either side.
Other Tips - There are piles of leaves throughout, which sometimes contain
a mushroom - or a banana.
- The bouncy net at the end can be tricked from, if you time it
right, as well as the tree roots just after.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=P9o7ENhdOsM
Time Trial Tips - Use that opening shortcut to cut a few seconds.
- Use the mushroom after the hairpin turn, on the straight
with the leaves coming into the booster then bouncy net.
- The central section with the Wrigglers should be tackled as
follows - 1st Lap, go central then left side; 2nd Lap, go
far left of both Wrigglers; 3rd Lap, go far right of both
Wrigglers.
- At the end, be sure to trick across the net, and use either
the side booster ramps or trick from the roots in the centre.
---------------
Grumble Volcano
---------------
Walkthrough - Off the ramp is a slight meandering section (which is effectively
a straight) which takes you to a driftable right turn. Across
the side moving platform into a cavern with a higher and lower
section; take the (left) higher one round to the exit, go
straight on over the platforms and up the right route for a
booster ramp. Turn right as you land on the ground, trick from
the ramp and take the right route, not tricking from the final
ramp to the checkpoint.
Shortcuts - None.
Other Tips - There are ramps and booster jumps everywhere in this course -
just be sure to trick from the right ones!
- The more laps you play, the more the stage falls apart. You can
see the cracks before it happens, so stick to the main part of the
course.
- More flames are added in the second part of the course in
the Grand Prix, so just be careful as you go.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=tsY9Yhy7RIc
Time Trial Tips - Do not trick from the final ramp if you took the right route.
- Use the mushroom either in the opening cavern to skip the
corners leading to the moving platform, or at the start
finish straight.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.04. Special Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------
Dry Dry Ruins
-------------
Walkthrough - A long and wide right driftable turn takes you down to a bridge
with broken off edges - stick to the middle and stick to the
middle of the following S-bend. After is a straight before
the tunnel with collapsed pillars either side for trick jumps.
As you enter the temple, drive through the bats (if you hit
them there is little penalty) and either use the quarter trick
pipe to boost, or just drive across the small section of sand.
After two right turns is an open area with a pit of sand in the
centre; you can drive across this in the first lap, but you
must go round it in the following ones. After another bat
crossing are two booster ramps after another, a quick left
and easy right will take you to the finish.
Shortcuts - In the final corner after the two ramps, if you have an item
you can boost straight onward past it to the start finish line.
Other Tips - Sand fills parts of the course increasingly as laps go on,
so stay to the main parts and watch as you drive.
- Pillars collapsed outside can give you a jump for tricks; this
is especially handy in the middle S-bend which can be driven
straight across of as a result.
- The bats in the start and exit of the temple hardly slow you down
if hit, so go bat crap crazy.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=jToIbQkwgSE
Time Trial Tips - On the second and third laps use full advantage of the
fallen columns to trick from.
- Use the mushroom across the sand as you enter the temple;
use it too late and you will crash into the end wall, so
turn into the corner early and activate. Although you might
be tempted to save the mushroom for the final corner
shortcut, using the quarter pipe in the temple adds a lot of
time and is better attributed here.
----------------
Moonview Highway
----------------
Walkthrough - Drift right and stay on the left as the track meanders out to
an opening cliff, and drift along the left side onto the bridge.
After the track shifts slightly afterward, there is a toll
and the road expands to two lanes each side with boosters.
Stick to the central two lanes, hopping between the boosters
that populate them, then as the tunnel arrives use the right
booster as you enter and cut across at the corner to the left
side and exit to another toll booth and the start finish.
Shortcuts - None.
Other Tips - Everyone drives on the left, like in the UK / Australia, so
stay on that side pretty much at all times.
- Hitting the Bob-Omb cart causes it to explode and take out
any other characters and items around you.
- Miis operate the toll booths.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=MLEplcWvp04
Time Trial Tips - One of the tougher time trials, you have to memorize both
the patterns of the boosters in the latter section, as well
as the way of the traffic.
- The booster pads are best taken as follows - take the very
left toll, main boost, then boosters go left to right across
the lanes to the corner, where you will boost around the
inside. Use the boost before and after the main boost in the
lane next to the right lane, into the tunnel and drift
left cutting into the left two lanes where there is a booster
on the right side. Boost into the left, exit to the toll
booths. Watch the above replay so it makes more sense.
- The traffic differs according to the lap, meaning you will
have to alter your booster route. On the 1st Lap, as you
enter the tunnel stick to the left lane going straight on
to avoid a car. On the 2nd Lap, there will be a car
coming round the inside lane at the booster corner. On the
3rd lap, providing your time is decent no traffic will
hinder you in the booster or tunnel sections.
- If you hit a car proper you will lose your mushrooms, so
you need to do it with a degree of perfection.
---------------
Bowser's Castle
---------------
Walkthrough - Trick from the opening booster jump into the wobbly hallway,
which you can trick from as it bounces you up. Down the steps
and drift left and right down the passage, avoiding the
Thwomps. At the central section with the giant fireball spitting
Bowser, you need to use your half pipe skills to get across the
muddy central parts by tricking up and down left, across to the
right and onward. The path splits into two, but they are both
equally the same with a booster ramp. Take the following
right corner wide to avoid the fire that spits in the
grated inside area, which is followed by a few corners with
Thwomps. On the set of three Thwomps, the outer two drop
together. Trick the booster ramp and drift left to the final
straight, populated with spirts of fire - you can drive close to
them, just not _over_ them.
Shortcuts - None.
Other Tips - You can perform tricks on the wobbly corridor as you lift from
the ground.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=3WzMSmxRVVg
Time Trial Tips - Trick over the wobbly corridor.
- The central section really depends on your time in terms of
how its tackled. Basically, you need to use the half pipe
to trick boost over the first mud section, and either
again for the second, or use the ramp. However if you use
the ramp you may hit a fireball... use your mushroom
on the first patch of mud, then the trick on the either
the halfpipe or ramp on the second accordingly.
- You can drift the inside of the grated corner before the
Thwomps, _right_ on the inside, to avoid the flames.
------------
Rainbow Road
------------
Walkthrough - Head straight down and go right then left to hit the boosters,
and off the ramp. Drift the left turn to more boosters, and
another barrier-less left. Head straight up this wobbly section
where you can do tricks as you lift off the ground, followed by
a ramp. This mini figure of eight section is tough to drift
and can be easily fallen off from, so take it easy, and is
followed by some tight turns and a rainbow jump. Right drift
into a rainbow passage to come out at an immediate split -
the right is far easier but slightly longer, whereas the
left and lower route is thin and has no barriers (do not take
it if you are using the Wii Wheel!). The final left corner
has boosters, especially on the very inside which will shave
off some time.
Shortcuts - Using a mushroom you can leap the first middle of eight section,
and ensuring you trick it, you'll do the same with the second.
Other Tips - You can trick at the wobbly section of track halfway through.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=os61GcGxaJM
Time Trial Tips - Watch and learn from the Expert Staff Ghost video above.
- Use the mushroom the get across the opening gap in the
figure of eight, being sure to trick from it to get over the
second.
- You can drift most corners, even the one in between the
traveling magic tunnels.
- Take the right route toward the end - the left is harder and
does not take any more time off.
- At the final corner, drift on the very inside, then
boost, drift right into the left most booster to the
checkpoint.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.05. Shell Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------
GCN Peach Beach
---------------
Walkthrough - Drift around the first corner, and you will come across a beach
area. There is a tide here that changes every lap. The best
advice is to either avoid the water totally and stay on the dry
sand or go through the water, but only around the white edge
where the water isn't that deep enough to slow you down. There
are also Cataquacks here, which you must avoid otherwise they
will flip you up into the air. Go through the rock formations
after, where there is some more beach (with more Cataquacks to
avoid), drift around the corner to the path and onward to the
start/finish line.
Shortcuts - When you go to the beach area after the first corner, you can go
left instead of onward. That way there is are item boxes and
a ramp, which cuts your time according to what lap you are on and
if you have a mushroom (see below).
- You can use a mushroom across the water.
Other Tips - There is a side area to the left before the start finish
line with item boxes, but serves no other purpose.
- The random pipe that was on the first corner from the original
has now been removed.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=DKpsumnkV5g
Time Trial Tips - The mushroom strategy is different to most Time Trials.
On the 1st Lap, use it to get across most of the receding
water. On the 2nd Lap, use _both_ mushrooms to get across
the water. On the 3rd Lap, you do not have to use any.
--------------
DS Yoshi Falls
--------------
Walkthrough - At first you are presented with two lanes; the left over a
bridge, the right over water. Go left to use the boosters, only
using the right if you have an item to help you across, and
stay left over the ramp to get a trick between the boosters.
The final bend has boosters on the outside, but drift along it
as well to get a bonus drift as well.
Shortcuts - None.
Other Tips - Stick to the inside of the turn - ie the water in most cases
to cover less ground so get slightly further ahead. However only
do so if you can boost or mushroom to get over easy enough.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=_Gx3R1GhRNo
Time Trial Tips - Use the mushroom on the very first corner, over the water.
- Take the next corner on the left side, and use a booster to
get your most of the way across the inside water of the
next inside section, and a drift boost across the rest. Use
a booster pad to get you to the checkpoint.
-------------------
SNES Ghost Valley 2
-------------------
Walkthrough - Drift around the first wide U-Bend and drive left round the
corner. Stick to the left to go around the barrier and go right,
and then right left right quickly making sure you exit wide on
the right to avoid the gaps in the track. Finish off by drifting
the final corner to the checkpoint.
Shortcuts - After the first few corners there is a small straight and a corner
that turns left then right around. There is a gap in the barrier
here with ramp, which you can trick across - just drift before
to avoid going off the other side.
Other Tips - Hitting the edge blocks causes them to disappear.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=r5Q2iyBLzRo
Time Trial Tips - Use the mushroom to use the shortcut without tricking.
- Drift most of the corners in twos, being sure to have a
maximum boost coming out of them.
-----------------
N64 Mario Raceway
-----------------
Walkthrough - Drift right twice and watch out for the two sharp lefts, other
wise you'll fly out on to the grass. Following this is a U turn
right which can be drifted if you are very early, otherwise
slowdown and turn normally. After is a quick left and right to
a straight, a tricky right right left to a straight through a
pipe, leaving the final right turn and the checkpoint.
Shortcuts - Just before the U-Bend, cut right and use a mushroom to avoid
that corner and appear at a ramp. Trick off it to get back on to
the track..
- You can use a mushroom to cut the corner before the pipe tunnel
toward the end of the track.
Other Tips - You can drive up the inside of the end pipe tunnel and trick from
it back onto the track to get a boost out of no where.
- Random trivia; Mario Kart 64 claims this track is 567M in length.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=UpivNXVpzyo
Time Trial Tips - Practice using the first shortcut, as it safes a load of
time. This is where your mushrooms are used.
- Trick out of the pipe tunnel toward the end for an extra
boost.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.06. Banana Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------
N64 Sherbet Land
----------------
Walkthrough - Turn right and drift left. Go onward and drive around the crack
to avoid falling in to the drink. Go right, where there is
a rock ahead - go right to get some item boxes and a boost
ramp. Head on to the tunnel, avoiding the penguins, and
stick constantly to the left wall to avoid the penguins
around the various columns. You may hit one on the second
column, but you can evade to the left just about. As you exit,
there are item boxes on the left side if you want them,
otherwise go straight on to the corner, round then to the
checkpoint.
Shortcuts - None.
Other Tips - Touching a penguin causes you to spin out.
- You can jump the cracks at the corners if you time it right,
but I wouldn't do it unless you are in time trial as it's tough
to pull off.
- The mother of the penguins is located on an island on the left
of the checkpoint.
- Random trivia; Mario Kart 64 claims this track is 756M in length.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=M5IS4h34fdM
Time Trial Tips - Instead of using the ramp off to the right, stick on the very
left and use your mushroom across the edge, jumping over the
cracks as you go.
-----------------
GBA Shy Guy Beach
-----------------
Walkthrough - Drive onward, drift left at the far island and past a vegetated
area. Drive over the bump and round the islands, navigating round
the crabs that litter them. Head over the small islands, sticking
in the middle to avoid the cannon fire either side and drift
round the corner. Now head down the left side of the vegetation
and through the shallow waters straight to the checkpoint.
Shortcuts - After the first vegetated patch, there is an island off to the left
that you can use to cut out the corner, providing you have a boost
item that is.
- You can cut left at the final vegetated area, even without an
item, although you haven't got much room to play with there.
Other Tips - Stick to the light, shallow waters.
- Hitting a crab spins you out.
- The pirate ship in the distance fires cannon balls on to the
course, which explode with a wide radius. Stay away!
Expert Staff Ghost Video - http://www.youtube.com/watch?v=LEHzjreHAyg
Time Trial Tips - Use a kart that has a high off-road stat, such as the
Turbo Blooper.
- Take the very inside of the first corner to avoid the crabs.
- Use the mushroom after the first vegetated area, over the
island on the left.
- Before sure to trick from the ramps.
-----------------
DS Delfino Square
-----------------
Walkthrough - Head up the hill to the statue, where you have to go clockwise
around it (drift close to the inside) to where you have to go
down a street. Drift to the left and grab an Item Box, then a
right down a backstreet to where the path splits in to two. One
is a tame turn down the left, the other has steps that head
straight on. The faster route is straight on. Either path
takes you to a group of item boxes and out to a bridge. Head left
to the side market, where you will see some boxes to the side.
Drift right around the corner and trick over the booster
suspension bridge, drift round the short right, onward, then
round the right angle to the check point.
Shortcuts - Before the stone bridge you can drive left toward the river and
use a mushroom to fly across to the pier, and drive up, cutting
out that entire corner. It is hard to manage though!
- After the first stone bridge, there are a few boxes on the left.
There is a small backstreet shortcut behind these that requires
a sharp turn in to. As its full of mud you'll need a mushroom
to make the most of it, and you'll appear at the booster
suspension bridge. You need to use it early as to not fly off
into the water afterward!
- You can use a mushroom through the grass after the suspension
bridge.
Other Tips - Try placing bananas and other items after the suspension bridge,
so other racers land straight into them.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=_LOnu72wRR8
Time Trial Tips - Use the mushroom in the muddy backstreet shortcut.
- Take the right route just before the first bridge.
-------------------
GCN Waluigi Stadium
-------------------
Walkthrough - Most of the corners of this course can be drifted around, so do
so. When going over the ramps through the rings of fire, aim for
the middle to get the item box (and to avoid getting burnt).
About halfway through the course (the long straight on the left
side of the map) are rotating lines of fire, and pipes. The
lines are easy enough to avoid, but always go to the right of
the pipes as Piranha plants appear from them. The only other
thing worth noting is that the S bend toward the end of the
track can be shorted a little with a mushroom.
Shortcuts - After the second booster ramp is a left turn; you can use a
mushroom across the water cutting out the corner entirely.
Other Tips - There are a lot of ramps you can trick from.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=tLV6Srl33dA
Time Trial Tips - Use the mushroom at the water corner as described in the
shortcut above.
- At the final bumps before the S-Bend, only trick from the
first one.
- At the pipe piranha section, go up the left and drive off
parallel to it so you just jump off and back on, trick
boosting down the straight. You can do this before and
over the left most pipe to save a lot of time. Check the
Expert Staff Ghost Video for an example.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.07. Leaf Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------
DS Desert Hills
---------------
Walkthrough - Drift close to the inside of this long right bend, and the left
and right turns after. Here you'll meet your first pokey which
can he easily avoided. Over the hill is a straight with Pokeys
and a few sets of Item Boxes. There is a long turn after this
with a few sharp bends that should be drifted; there are item
boxes on the outside of these turns, so if you don't mind
sacrificing a few seconds of your time for these then go for it.
After these is the check point straight. On the second and third
laps fireballs with start to appear, on the second lap one to
the right of the pyramid and in the twisty end section, and on
the third just after the check point and at the twisty end
section. To avoid them, go to where they have come from (you can
tell by their fire trail that comes from behind them).
Shortcuts - After the first bend, there is a pyramid to your left. Use a
mushroom down the dirt path to the left of this to shave a few
seconds off your time.
- On the last corner, you can use a mushroom just before to get over
the large area of dirt on its right.
Other Tips - Due to the wide nature of the course you can easily drift
throughout.
- You can trick from the ramp just before the straight with the two
Pokeys.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=cnJ2TTZC5uU
Time Trial Tips - Use the mushroom to skip out the final corner.
-------------------
GBA Bowser Castle 3
-------------------
Walkthrough - Drift round the first two let corners, and wide right to avoid
the Thwomps. Over the grates, turn right, left and left again
to the bumpy ramp area. Stick to the left and perform tricks
constantly. Wide drift the left U-Bend, use the ramp between
the Thwomps and right down the grate straight. Go right slightly
and go straight down the middle of the jagged area, drift around
left and head straight down the middle to the very end.
Shortcuts - None.
Other Tips - Certain areas of lava are now just red rocks that slow you down;
if you have special items, use them to skip some of the corners.
- At the bumpy ramp area, perform lots of tricks to gain time.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=u8hHhwGCMZ4
Time Trial Tips - Trick from every ramp in that short ramp section halfway
through the track.
- Use the mushroom just after the grated area after the booster
ramp, down the "straight", allowing you to drive over the
red rocks at the start.
-----------------------
N64 DK's Jungle Parkway
-----------------------
Walkthrough - Turn right, onward a short distance then drift right up the
spiral to the jump across the river. When you land hold drift
left and boost start onward. The next few corners are sharp -
right, left, left, try and drift the right U bend by the river,
left and down to the bridge. Make sure you are central when you
try and board the bridge or you'll knock yourself back. After
the bridge is a cave, so turn right and round to the checkpoint.
Shortcuts - If you have a mushroom, use it in the cave at the end to get up
the bank.
Other Tips - Plant item boxes on the bridge before the cave, or better yet
just before it, as your opponents will have a tough time getting
past them.
- Random trivia; Mario Kart 64 claims this track is 893M in length.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=Mq2TmDaL9YQ
Time Trial Tips - Drift as soon as you touch down after flying over the
river.
- Use the mushroom in the cave shortcut, as described above.
- You can drift boost most of this track.
-----------------
GCN Mario Circuit
-----------------
Walkthrough - Drift round the first two corners (especially the sharp second
corner) and stick to the right of the road after to avoid the
Chain Chomp that will appear from the left. After the tunnel,
avoid the sides of the road due to the Piranha Plants, and drift
around the hairpin and the corner going right afterward. At this
bumpy area, avoid touching the Goombas or you will spin out. Go
onward to the start/finish line.
Shortcuts - After the first two corners, the road goes right round the green
area on the left (where the Chain Chomp is).You can cut
across the green area with a mushroom (you may have to drive a
little onto the grass then use it to get across all of it).
Other Tips - You can trick off the bumps on the second to last corner area.
- You can trick from the final bridge.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=ze016Sx7kvw
Time Trial Tips - Use the mushroom to the left of the Chain Chomp, as
described in the shortcut above.
- If you trick from the right most bump at the end, you can
boost over the little nub of grass and drift round to the
bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.08. Lightning Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------------------
SNES Mario Circuit 3
--------------------
Walkthrough - Drift right, drive around the two left corners and drift right
on the exit to a tight right surrounded by pipes and a straight.
This ends in a really tight hairpin so stick to the right and
drift close to the corner and wide again (but make sure you don't
hit the pipes as you exit the corner). You can drift the next
wide bend around to the S-bend which has to be taken with care,
finishing with the final driftable corner. Try and end up on the
right side to make use of the booster.
Shortcuts - Before the last couple of corners, where the track goes right,
left then the final corner, you can cut out the first part by
using a mushroom straight through the barrier.
Other Tips - There are a few oil slicks around, which can be leapt.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=u8N86xTpGUA
Time Trial Tips - Use the mushroom at the shortcut toward the end of the
track as described above.
- Most of the track can be drift boosted, so do so.
----------------
DS Peach Gardens
----------------
Walkthrough - Head onward onto the island and exit on the first left. Head
onward and go clockwise round the flower bed, and up the ramp
and clockwise around the square flower bed here and down to the
hedge maze ahead. Here you must navigate through the blocks
to the far end whilst dodging chain chomps. The other side has
an incline, drift right round another flower bed to another
decline to a hedge section. Here are just three cone shaped
hedges to drive through; head round the first and then cut into
the middle and to a winding track. There are moles that come
out of the holes, so avoid these on to a path at the other end.
There is one last right corner here which is easily driftable
to the check point.
Shortcuts - Using mushrooms you can boost through the flowerbeds throughout
the track, the best of which is the first section with the arrow
sign.
- The first square flowerbed you come across has a small path to
the right of it, which shaves a second or two off your time.
- For the winding section towards the end, mushrooms can cut out
the corners.
Other Tips - Shells and other items can take out the moles that are on the
dirt track at the end.
- There are ramps either side of the winding end section, which are
ideal if you have an item to use them.
- The Chain Chomps in the maze have item boxes following them.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=6r_cZZi89DQ
Time Trial Tips - Use the mushroom at the first flowerbed section, with the
arrow sign pointing left.
- Drift in and out of the maze like sections, and ignore the
ramps at the very end.
---------------
GCN DK Mountain
---------------
Walkthrough - The first uphill section can be driven straight up, so you don't
have to follow the track properly. The mild corner after can be
drifted, then you fly across the course to the mountain at the
end when you enter through the giant barrel. At the rocky area
afterward you don't have to follow the track, but using tricks
at the ramps is advised. At the greenery area, boulders will
appear but can be easily missed, with the remaining corners
very sharp - either drift early or not at all. Continue to the
the bridge and the start/finish line.
Shortcut - If you use a mushroom against the raised section of the first corner
you will fly over it to the corner before the rocket boost.
- At the first very sharp corner at the end of the track, you can
cut right after over the gap to the final corner. However it is
very tricky to do so, and you will end up hitting the far side of
the track, meaning it is pretty pointless in this version.
Other Tips - The crack that takes up the right side toward the end of the
green area is missing from this version.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=rAhFt_3xQTY
Time Trial Tips - Use the mushroom at the first section of track, as described
above and shown in the above Expert Staff Ghost Video.
- Only trick from the first two ramps after the rocket boost,
and cut right of the third and final one.
-------------------
N64 Bowser's Castle
-------------------
Walkthrough - Probably the greatest MK course ever? Drive into the castle
and round the right, drive on then drift early and left. Drift
right and stay on the right side of the carpet, ready to
dodge the Thwomps that come from behind and to drift around
right at the end. Turn right, dodge the moving Twomps and turn
left - don't drift as you might fall on the bridge just after.
Go down the steps and into the courtyard below, ready the drift
round the tight U bend left. Turn right at the end but stay
central so you don't fall off the bridge on the way round, up
the spiral road on to the roof, straight on dropping down and
sticking to the left, round the final right corner to the
checkpoint.
Shortcuts - If you have a mushroom, you can cut out the first right corner
over the grass between the hedges, before you enter the castle.
Other Tips - Random trivia; Mario Kart 64 claims this track is 777M in length.
Expert Staff Ghost Video - http://www.youtube.com/watch?v=Wrb_oc9Jg2Q
Time Trial Tips - Use the mushroom to cut out the first right corner over
the grass between the hedges, as described above.
- Trick from the ramps on the roof.
===============================================================================
------------------
4. BATTLE MODE
------------------
===============================================================================
Now available to play with the computer, with friends and online, the Battle
Mode is back and better than ever! There are two modes -
Balloon Battle - Your staple Battle Mode, where balloons represent your
lives. Use items to take away other racer's balloons, and
don't hit any obstacles to take away your own!
Coin Runners - Replacing Shine Runners from previously, you or your team has
to collect as many coins as possible before the time runs out.
Items help you distract other racers, so watch out where they
are and snipe them before they get what is yours!
----------
Wii Stages
----------
Block Plaza - A very simple track with four platforms to the north, south, east
and west that are connected to the ground via ramps and to
one another via bridges. Item boxes populate between the
platforms on the ground and on top of them. Hide round corners
or wait on top of platforms and drop down to surprise others!
Delfino Pier - A rather interesting stage that changes over time. At first
you just have a wide red roof with a booster ramp at the peak
and a path around the outside. Around a minute in a bridge
will drop to the side to another roof, and gates will open
on the path to inside that building with item boxes galore.
Soon after the water level will also rise, constraining you to
the roof, but lowers again shortly after. Watch the water
levels and don't touch the dark water otherwise you'll die!
Funky Stadium - After bombing down a ramp and entering the stadium, there are
high ramps all over the place to get item boxes, and to evade
shells and other items. You can run up the sides (but not
back to the opening ramps) if you need to hide.
Chain Chomp Roulette - You are projected onto a giant roulette wheel with a
chomp that rolls around. Use the central ramp and
ones on the outside for item boxes, but there is
little strategy here - just drive around and go nuts!
Thwomp Desert - Another random stage, just a circle that goes into a quick sand
pit with a Thwomp above it. Don't go in the middle. Now and
again the Thowmp will drop and cause the stage to ripple.
There are Thomps stuck in the sand that you can drive into
and trick from, and watch out for the cacti at the edges that
will pop a balloon or two!
------------
Retro Stages
------------
SNES Battle Course 4 - A very simple court where each corner is divided up
into linear segments, with a sand box in the middle.
I personally find that you can drift through a corner
segment, out to the centre, and back in again,
giving you a decent speed and collecting item boxes
as you go.
GBA Battle Course 3 - Another simple court, with a lot of space to work with
and little dividers. Again, drifting around a corner
segment at speed and picking off people with the items
collected is a nice tactic I adopt.
N64 Skyscraper - A ring with a centre area, with holes you can fall down
between them. There are no item boxes in the centre, so just
drive round the ring, collect a few items and head in and
take some names, back again etc. With some luck, others
might fall into the holes too.
GCN Cookie Land - A tiny circular stage with item boxes everywhere. This is
pretty hectic, I just drift around the very outside and
spam items whenever possible.
DS Twilight House - This is a large symmetrical area with eight rooms
in a square, a path outside. Like on the other 'simple'
courses, it is possible to drift everywhere. Item boxes
are some what sporadic - they are a few in some rooms and
none in others - but the blindness of walls everywhere
means you can pull off some really effective surprise
attacks.
===============================================================================
-------------
5. ONLINE
-------------
===============================================================================
Online is really easy, and moreover, very well done. Compared to Mario Kart DS
it does several times better -
- First console Mario Kart to support internet play
- Up to 12 Players
- Two players playing online on one console
- Dedicated Wii Channel for Time Trials and Friend Lists (optional download)
- Battle Mode now playable online
- All tracks playable
- Able to drag items
---------------
Getting Started
---------------
Go to the Wii Menu and set up your internet settings, so you are ready to go.
Do not ask me how to do this or what troubleshooting errors you may have, as I
do not know. But once you get it up and running, on the menu there are two
options at the bottom - Nintendo WFC, and Mario Kart Channel.
------------
Nintendo WFC
------------
Three options - Worldwide, Continental and Friends. The first two you play
against those of a similar rank to you either around the world or on the
continent, and you have to have Friends on your list, online AND searching
for you to connect. A bit of a pain, but still.
From there, choose VS Race or Battle. Again, you are ranked against those
similar to you (see below for more details). Pick your character, drift
type and you'll be connected and shown who you are playing with via the map.
You are added to a race, but note that you may have to wait for it to finish
before starting (you can watch it while you wait). Pick a track (or select
random) and the computer will select a random selection, then race!
Once the race is over, you can continue with the same people, or quit and
select a new group. You do not have to commit yourself to a set of races
against the same number of people, just drop in and out. The system is really
good, with little lag.
You can also play with someone else split screen - they can use their own
Mii, but they will not get ranking points if they are a Guest.
-------
Ranking
-------
You start at 5000 points, which changes according to what positions you end
in. Come within the top 6 and you increase, bottom 6 you decrease. Getting
the top two or bottom two changes the increment to around 100 either way,
which is pretty steep. The point of the ranking is that you are paired to
those of a similar ability, and just to gauge how good you are. You can
check your rank at any time by looking at the License Details at the top of
the screen.
------------------
Mario Kart Channel
------------------
This can either be browsed on the disc or downloaded onto the Wii Channel
front page. Either way the menus are the same. There are FRIENDS, GHOST
DATA, RANKINGS and COMPETITIONS. Register yourself in FRIENDS to get a 12
digit friend code, and add others. Once you have done so, you can see
what they are doing right now and what their Mii is. Cool. GHOST DATA
allows you to share and download data from friends. RANKINGS shows your
competition and Time Trial data against others either on the Continent or
Globally, showing a horizontal Mii graph, and giving you the opportunity to
download the highest score Ghost and those of your friends. Competitions is
explained below.
The bottom option allows you to firstly download the channel onto your Wii
so you can do all of the above without having to play the game. After that,
it either asks you to download the latest version from time to time, or invite
friends by sending them a message to their board.
------------Competitions
------------
The closest thing to DLC we will see, these are special downloadable
challenges like the Missions in Mario Kart DS, such as objectives and
specific time trials. Right now nothing is available, but as it does, this
will be updated.
===============================================================================
------------------------------
6. UNLOCKABLES AND SECRETS
------------------------------
===============================================================================
-------------------------------
Unlockable Characters and Karts
-------------------------------
General Unlockables -
- Completing the first two cups in each type will unlock the third; completing
the third will unlock the forth.
- Getting trophies on all of 50CC and 100CC will unlock the ability to
race with both Karts and Bikes.
- Getting all trophies in a class displays credits, and congratulations
screen (with your Mii!) that you can post on your Wii Message Board.
Remember, you need to get a GOLD trophy to unlock whatever you need!
50CC
----
Mushroom Cup - N/A
Flower Cup - N/A
Star Cup - King Boo (character)
Special Cup - Piranha Prowler (large kart)
Shell Cup - N/A
Banana Cup - N/A
Leaf Cup - Turbo Blooper (medium kart)
Lightning Cup - Diddy Kong (character)
100CC
-----
Mushroom Cup - N/A
Flower Cup - N/A
Star Cup - Twinkle Star (large bike)
Special Cup - Mii Outfit A (character)
Shell Cup - N/A
Banana Cup - N/A
Leaf Cup - Dry Bones (character)
Lightning Cup - Rapide (medium bike)
150CC
-----
Mushroom Cup - N/A
Flower Cup - N/A
Star Cup - Quacker (small bike)
Special Cup - Daisy (character)
Shell Cup - N/A
Banana Cup - N/A
Leaf Cup - Royal Racer (medium kart)
Lightning Cup - Dragonetti (large kart), 150CC Mirror Mode (mode)
150CC MIRROR
------------
Mushroom Cup - N/A
Flower Cup - N/A
Star Cup - Dolphin Dasher (medium bike)
Special Cup - Phantom (large bike)
Shell Cup - N/A
Banana Cup - N/A
Leaf Cup - Bubble Bike (small bike)
Lightning Cup - Blue Falcon (small kart)
TIME TRIAL
----------
Set times on 8 different courses - Magikruiser (Small Bike)
Set times on 16 different courses - Birdo (character)
Set times on 32 different courses - Toadette (character)
Unlocked 4 Expert Staff Ghosts - Funky Kong (character)
Unlocked 8 Expert Staff Ghosts - Baby Luigi (character)
Unlocked 12 Expert Staff Ghosts - Torpedo (Large Bike)
Unlocked 24 Expert Staff Ghosts - B Dasher Mk 2 (Medium Kart)
Unlocked all 32 Expert Staff Ghosts - Mii Outfit B (character)
STAR RANKS (See Below)
----------
50CC new at 1 Star or More - Baby Daisy (character)
50CC all at 1 Star or More - Cheep Charger (small kart)
100CC retro at 1 Star or More - Bowser Jr. (character)
100CC all at 1 Star or More - Nitrocycle (medium bike)
150CC new at 1 Star or More - Dry Bowser (character)
150CC retro at 1 Star or More - Aero Glider (heavy kart)
VERSUS / ONLINE
---------------
50 WFC Wins - Royal Racer (Medium Kart)
250 Versus Wins - Birdo (character)
UNLOCKING ROSALINA
------------------
There are several possible ways to unlock Rosalina, or one way that no one
is quite sure about. It is a mixture of the following -
- Have a Super Mario Galaxy save file
- Complete Super Mario Galaxy after first creating a Mario Kart Wii save
- Play the game for an extended period of time
I personally unlocked Rosalina after getting Gold on the 100CC Star Cup,
but this could have been fitting into the extended period of time clause.
When this is more concrete it'll be updated, but for now thanks to
Jonny Bull,
----------
Star Ranks
----------
You will be ranked based on your performance within the Grand Prix, up to
three stars. You need to one star many of the cups in order to get all the
unlockables, so it is important to know how to get them. To three stars,
you have to win ALL four races and get 60 points, and get very good times
on all the laps. That is it, help yourself to items and what not. Just try
not to obviously fall off the track or hit into walls, as it will slow your
time down.
Note that you do not _need_ 60 points to get ONE star. You can drop a few
points, but as long as you get a decent time and come first it is possible to
get it. Thanks Amphetamine!
To get stars next to your name online, then complete _every_ cup with stars.
All cups with one star gets you one star, two gets two, and three for three.
Note if you have three for all except one, then you will not have three
stars until you get that cup up to scratch.
----------
Gold Wheel
----------
To get a Gold Wheel online, then play with the Wheel (or just the Wii Remote)
online a lot. A lot sounds awfully vague, but after enough races and / or wins
you'll have a gold wheel displayed against your name. Safe.
-----------------
150CC Mirror Mode
-----------------
Getting gold on the first three Grand Prix Modes (50CC, 100CC and 150CC) will
unlock this mode. Basically all the tracks are mirrored, but as you've played
each track by at least three times by now you should be able to tackle these
with relative ease.
------------------------------------
Alternative Title and Ending Screens
------------------------------------
Achieve a gold in every cup for the title and ending screens to change for
good. This includes the dreaded 150CC Mirror mode as well.
------------
Staff Ghosts
------------
Under Time Trial you can unlock a range of charcters and vehicles by either
setting times or unlocking Expert Staff Ghosts (scroll up for a list of
Time Trial unlockables). Normal Staff Ghosts are automatically unlocked and
ready to race against in Time Trial mode for a good thrashing, and beating
these by several seconds unlocks an Expert Staff Ghost. Below is a list of
every track, the Normal Staff Ghost Time, the Unlock Time for the Expert Staff
Ghost time, along with their time and replay video.
MUSHROOM CUP
Luigi Circuit
Normal Staff Ghost Time - 01:29.670
Unlock Time - 01:24.411
Expert Staff Ghost Time - 0.19.419
Video - http://www.youtube.com/watch?v=0BOsKYNfhmw
Moo Moo Meadows
Normal Staff Ghost Time - 01:37.856
Unlock Time - 01.33.571
Expert Staff Ghost Time - 01.25.909
Video - http://www.youtube.com/watch?v=_zIhpTxaKo0
Mushroom Gorge
Normal Staff Ghost Time - 02:16.110
Unlock Time - 02.05.494
Expert Staff Ghost Time - 02.01.011
Video - http://www.youtube.com/watch?v=CS2rroltsxo
Toad's Factory
Normal Staff Ghost Time - 02:22.480
Unlock Time - 02.12.784
Expert Staff Ghost Time - 02.05.593
Video - http://www.youtube.com/watch?v=yvQrgvxfFyo
FLOWER CUP
Mario Circuit
Normal Staff Ghost Time - 01:44.777
Unlock Time - 01.39.183
Expert Staff Ghost Time - 01.33.702
Video - http://www.youtube.com/watch?v=5AV1bVQt8qU
Coconut Mall
Normal Staff Ghost Time - 02:30.764
Unlock Time - 02.24.788
Expert Staff Ghost Time - 02.13.333
Video - http://www.youtube.com/watch?v=P1StSusVvG8
DK's Snowboard Cross
Normal Staff Ghost Time - 02:34.693
Unlock Time - 02.24.725
Expert Staff Ghost Time - 02.17.546
Video - http://www.youtube.com/watch?v=g35nf8Oo-xY
Wario's Gold Mine
Normal Staff Ghost Time - 02:19.583
Unlock Time - 02.14.932
Expert Staff Ghost Time - 02.04.800
Video - http://www.youtube.com/watch?v=my1-dnTmyG4
STAR CUP
Daisy Circuit
Normal Staff Ghost Time - 0:56.822
Unlock Time - 01.48.791
Expert Staff Ghost Time - 01.41.362
Video - http://www.youtube.com/watch?v=_9K-z8p8v_0
Koopa Cape
Normal Staff Ghost Time - 03:03.022
Unlock Time - 02.54.897
Expert Staff Ghost Time - 02.41.370
Video - http://www.youtube.com/watch?v=0UZC6hgHezM
Maple Treeway
Normal Staff Ghost Time - 02:58.633
Unlock Time - 02.50.229
Expert Staff Ghost Time - 02.37.812
Video - http://www.youtube.com/watch?v=P9o7ENhdOsM
Grumble Volcano
Normal Staff Ghost Time - 02:28.237
Unlock Time - 02.19.524
Expert Staff Ghost Time - 02.11.852
Video - http://www.youtube.com/watch?v=tsY9Yhy7RIc
SPECIAL CUP
Dry Dry Ruins
Normal Staff Ghost Time - 02:30.949
Unlock Time - 02.21.681
Expert Staff Ghost Time - 02.14.286
Video - http://www.youtube.com/watch?v=jToIbQkwgSE
Moonview Highway
Normal Staff Ghost Time - 02:16.802
Unlock Time - 02.07.016
Expert Staff Ghost Time - 02.04.163
Video - http://www.youtube.com/watch?v=MLEplcWvp04
Bowser's Castle
Normal Staff Ghost Time - 03:04.836
Unlock Time - 02.55.017
Expert Staff Ghost Time - 02.42.098
Video - http://www.youtube.com/watch?v=3WzMSmxRVVg
Rainbow Road
Normal Staff Ghost Time - 03:05.895
Unlock Time - 02.59.293
Expert Staff Ghost Time - 02.44.734
Video - http://www.youtube.com/watch?v=os61GcGxaJM
SHELL CUP
GCN Peach Beach
Normal Staff Ghost Time - 01:34.233
Unlock Time - 01.30.698
Expert Staff Ghost Time - 01.23.140
Video - http://www.youtube.com/watch?v=DKpsumnkV5g
DS Yoshi Falls
Normal Staff Ghost Time - 01:16.461
Unlock Time - 01.12.901
Expert Staff Ghost Time - 01.09.175
Video - http://www.youtube.com/watch?v=_Gx3R1GhRNo
SNES Ghost Valley 2
Normal Staff Ghost Time - 01:06.595
Unlock Time - 01.03.752
Expert Staff Ghost Time - 00.58.907
Video - http://www.youtube.com/watch?v=r5Q2iyBLzRo
N64 Mario Raceway
Normal Staff Ghost Time - 02:14.799
Unlock Time - 02.07.915
Expert Staff Ghost Time - 01.59.053
Video - http://www.youtube.com/watch?v=UpivNXVpzyo
BANANA CUP
N64 Sherbet Land
Normal Staff Ghost Time - 02:48.651
Unlock Time - 02.37.784
Expert Staff Ghost Time - 02.28.356
Video - http://www.youtube.com/watch?v=M5IS4h34fdM
GBA Shy Guy Beach
Normal Staff Ghost Time - 01:45.568
Unlock Time - 01.39.255
Expert Staff Ghost Time - 01.32.867
Video - http://www.youtube.com/watch?v=LEHzjreHAyg
DS Delfino Square
Normal Staff Ghost Time - 02:41.807
Unlock Time - 02.33.107
Expert Staff Ghost Time - 02.24.169
Video - http://www.youtube.com/watch?v=_LOnu72wRR8
GCN Waluigi Stadium
Normal Staff Ghost Time - 02:32.882
Unlock Time - 02.24.645
Expert Staff Ghost Time - 02.12.367
Video - http://www.youtube.com/watch?v=tLV6Srl33dA
LEAF CUP
DS Desert Hills
Normal Staff Ghost Time - 02:10.233
Unlock Time - 02.01.141
Expert Staff Ghost Time - 01.52.686
Video - http://www.youtube.com/watch?v=cnJ2TTZC5uU
GBA Bowser Castle 3
Normal Staff Ghost Time - 02:58.304
Unlock Time - 02.50.637
Expert Staff Ghost Time - 02.39.391
Video - http://www.youtube.com/watch?v=u8hHhwGCMZ4
N64 DK's Jungle Parkway
Normal Staff Ghost Time - 02:58.264
Unlock Time - 02.49.028
Expert Staff Ghost Time - 02.37.782
Video - http://www.youtube.com/watch?v=Mq2TmDaL9YQ
GCN Mario Circuit
Normal Staff Ghost Time - 01:59.771
Unlock Time - 01.55.267
Expert Staff Ghost Time - 01.49.939
Video - http://www.youtube.com/watch?v=ze016Sx7kvw
LIGHTNING CUP
SNES Mario Circuit 3
Normal Staff Ghost Time - 01:38.880
Unlock Time - 01.34.828
Expert Staff Ghost Time - 01.26.659
Video - http://www.youtube.com/watch?v=u8N86xTpGUA
DS Peach Gardens
Normal Staff Ghost Time - 02:34.894
Unlock Time - 02.29.006
Expert Staff Ghost Time - 02.16.777
Video - http://www.youtube.com/watch?v=6r_cZZi89DQ
GCN DK Mountain
Normal Staff Ghost Time - 02:57.744
Unlock Time - 02.50.248
Expert Staff Ghost Time - 02.38.130
Video - http://www.youtube.com/watch?v=rAhFt_3xQTY
N64 Bowser's Castle
Normal Staff Ghost Time - 03:19.323
Unlock Time - 03.06.723
Expert Staff Ghost Time - 02.55.933
Video - http://www.youtube.com/watch?v=Wrb_oc9Jg2Q
---------------
Mii Appearances
---------------
Miis appear on various courses throughout the game, either as spectators,
toll booth operators, or even replacing statues and pictures!
Mushroom Cup
------------
Luigi Circuit - Trackside spectators
- Replaces the Luigi logo at random
Moo Moo Meadows - None
Mushroom Gorge - None
Toad's Factory - Factory sign above horizontal belt strip
Flower Cup
----------
Mario Circuit - None
Coconut Mall - Displayed on adverts and posters around stage
- Drive the cars that block your way on last corner
DK's Snowboard Cross - Replace the snowboarding statue randomly
Wario's Gold Mine - None
Star Cup
--------
Daisy Circuit - Trackside spectators
- Roundabout statue replaced by a Mii randomly
Koopa Cape - Koopa replaced by Mii randomly after first ramp
Maple Treeway - None
Grumble Volcano - None
Special Cup
-----------
Dry Dry Ruins - None
Moonview Highway - Miis operate the toll booths
Bowser's Castle - None
Rainbow Road - None
Shell Cup
---------
GCN Peach Beach - None
DS Yoshi Falls - None
SNES Ghost Valley 2 - None
N64 Mario Raceway - None
Banana Cup
----------
N64 Sherbet Land - None
GBA Shy Guy Beach - None
DS Delfino Square - None
GCN Waluigi Stadium - None
Leaf Cup
--------
DS Desert Hills - None
GBA Bowser Castle 3 - None
N64 DK's Jungle Parkway - None
GCN Mario Circuit - None
Lightning Cup
-------------
SNES Mario Circuit 3 - None
DS Peach Gardens - None
GCN DK Mountain - None
N64 Bowser's Castle - None
===============================================================================
------------------------------------
6. CONCLUSION AND SPECIAL THANKS
------------------------------------
===============================================================================
That's just about it, folks. I hope that this document has been of aid in
one form or another, and that it has been easy to use. If you could, please
either ask me questions, suggestions, comments or contributions at
crazyreyn_faqs@hotmail.com. Also could you rate this FAQ so I could get some
feedback. Thank you for reading.
+--------------------------------------------------------------------------+
| Special Thanks to these who have contributed to the guide in some way... |
+--------------------------------------------------------------------------+
CJayC + (Gamefaqs) - For accepting this guide and for creating the best site
SBAllen on the internet. Thanks! http://www.gamefaqs.com
The site also supplied most of the cheats and
unlockables, so thanks to them and their contributors.
IGN - For accepting this guide and for creating an awesome
video games site. Thanks! http://www.ign.com
Nintendo - For creating a new Mario Kart! Is always a nice thing
to play each generation. :)
ASCII Generator - For producing the text ASCII for my Crazyreyn sig.
Thanks, and is a great site if you need any ASCII text.
http://www.network-science.de/ascii/
acelee - For details with the POW item. Thanks!
phil zsiga - For details about the items. Thanks!
Wes Cheung - For details about the POW block item. Thanks!
Jonny Bull - Rosalina information. Thanks!
Jaumot Joel / CoolChain - POW Block information. Thanks!
Amphetamine - Regarding the star rankings. Thanks!
A Link to the Future - For POW Block and Thundercloud info. Thanks!
Daniel Botterill - For POW Block information! Thanks!
Raymond McMillan - For POW Block information! Thanks!
Daniel "DIProgan" Isaksson - For online information. Thanks!
ye-roon - For Birdo unlocking information. Thanks!
Mikhail Stepanov - For POW Block information! Thanks!
Lauri Sippola - For Thundercloud Information. Thanks!
Petey - For an interesting Luigi Circuit Shortcut. Thanks!
dutchcheesehead - For POW Block information! Thanks!
+-------------------------------------------------------------+
| Special Thanks to these who are my good GameFAQS friends... |
+-------------------------------------------------------------+
Robert Lane (Lanerobertlane)
Richard Arnett (Guitarfreak86)
Ryan Harrison (RHarrison0987)
Thomas Carter (Carter12)
Duncan Hardy (Super Nova)
Rebecca Skinner (Karpah)
Martin Dale-Hench (Fox)
Brian Sulpher (BSulpher)
Trace Jackson (Meowthnum1)
Richard B. (Gbness)
Steve McFadden (Psycho Penguin)
Chris Noonan (Merca)
Colin Scully (me frog)
Tom Hayes (THayes)
And everyone else at the FAQ Contributors board! Also a nod to the GameFAQs
UK board and v3, for being so damn funny and cool. :)
If I have forgotten you, then please contact me and I'll fix your name up here!
-------------------------------------------------------------------------------
___
/ __|_ _ __ _ ____ _ _ _ ___ _ _ _ _
| (__| '_/ _` |_ / || | '_/ -_) || | ' \
\___|_| \__,_/__|\_, |_| \___|\_, |_||_|
|__/ |__/
http://www.gamefaqs.com/features/recognition/27600.html
-------------------------------------------------------------------------------
By Crazyreyn (crazyreyn_faqs@hotmail.com)
Copyright (c)2008 Matthew Reynolds. All rights reserved.
+------------------+
| Copyright Notice |
+------------------+
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
===============================END OF DOCUMENT============================